feat: PerkSelection localization
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@ -1,7 +1,7 @@
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Class UIP_PerkSelection extends KFGUI_MultiComponent;
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Class UIP_PerkSelection extends KFGUI_MultiComponent;
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var KFGUI_List PerkList;
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var KFGUI_List PerkList;
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var KFGUI_Button B_Prestige;
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var KFGUI_Button B_Prestige, B_Reset, B_Unload;
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var KFGUI_ComponentList StatsList;
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var KFGUI_ComponentList StatsList;
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var UIR_PerkTraitList TraitsList;
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var UIR_PerkTraitList TraitsList;
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var KFGUI_TextLable PerkLabel;
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var KFGUI_TextLable PerkLabel;
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@ -11,6 +11,19 @@ var class<Ext_PerkBase> PrevPendingPerk;
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var array<UIR_PerkStat> StatBuyers;
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var array<UIR_PerkStat> StatBuyers;
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var int OldPerkPoints;
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var int OldPerkPoints;
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var localized string PrestigeButtonText;
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var localized string PrestigeButtonToolTip;
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var localized string ResetButtonText;
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var localized string ResetButtonToolTip;
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var localized string UnloadButtonText;
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var localized string UnloadButtonToolTip;
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var localized string PrestigeButtonDisabledToolTip;
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var localized string Level;
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var localized string Points;
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var localized string NoPerkSelected;
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var localized string NotAviable;
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var localized string MaxStr;
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function InitMenu()
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function InitMenu()
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{
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{
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PerkList = KFGUI_List(FindComponentID('Perks'));
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PerkList = KFGUI_List(FindComponentID('Perks'));
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@ -19,6 +32,18 @@ function InitMenu()
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PerkLabel = KFGUI_TextLable(FindComponentID('Info'));
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PerkLabel = KFGUI_TextLable(FindComponentID('Info'));
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PerkLabel.SetText("");
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PerkLabel.SetText("");
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B_Prestige = KFGUI_Button(FindComponentID('Prestige'));
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B_Prestige = KFGUI_Button(FindComponentID('Prestige'));
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B_Reset = KFGUI_Button(FindComponentID('Reset'));
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B_Unload = KFGUI_Button(FindComponentID('Unload'));
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B_Prestige.ButtonText=PrestigeButtonText;
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B_Prestige.ToolTip="-";
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B_Unload.ButtonText=UnloadButtonText;
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B_Unload.ToolTip=UnloadButtonToolTip;
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B_Reset.ButtonText=ResetButtonText;
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B_Reset.ToolTip=ResetButtonToolTip;
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Super.InitMenu();
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Super.InitMenu();
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}
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}
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function ShowMenu()
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function ShowMenu()
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@ -87,7 +112,7 @@ function Timer()
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}
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}
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}
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}
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OldPerkPoints = PendingPerk.CurrentSP;
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OldPerkPoints = PendingPerk.CurrentSP;
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PerkLabel.SetText("Lv"$PendingPerk.GetLevelString()@PendingPerk.PerkName$" (Points: "$PendingPerk.CurrentSP$")");
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PerkLabel.SetText(Level$PendingPerk.GetLevelString()@PendingPerk.PerkName$" ("$Points$" "$PendingPerk.CurrentSP$")");
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for( i=0; i<StatsList.ItemComponents.Length; ++i ) // Just make sure perk stays the same.
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for( i=0; i<StatsList.ItemComponents.Length; ++i ) // Just make sure perk stays the same.
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{
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{
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StatBuyers[i].SetActivePerk(PendingPerk);
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StatBuyers[i].SetActivePerk(PendingPerk);
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@ -95,8 +120,8 @@ function Timer()
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}
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}
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B_Prestige.SetDisabled(!PendingPerk.CanPrestige());
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B_Prestige.SetDisabled(!PendingPerk.CanPrestige());
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if( PendingPerk.MinLevelForPrestige<0 )
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if( PendingPerk.MinLevelForPrestige<0 )
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B_Prestige.ChangeToolTip("Prestige is disabled for this perk");
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B_Prestige.ChangeToolTip(PrestigeButtonDisabledToolTip);
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else B_Prestige.ChangeToolTip("Prestige this perk.|Minimum level required: "$PendingPerk.MinLevelForPrestige);
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else B_Prestige.ChangeToolTip(PrestigeButtonToolTip$" "$PendingPerk.MinLevelForPrestige);
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UpdateTraits();
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UpdateTraits();
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}
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}
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else // Empty out if needed.
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else // Empty out if needed.
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@ -104,7 +129,7 @@ function Timer()
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for( i=0; i<StatsList.ItemComponents.Length; ++i )
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for( i=0; i<StatsList.ItemComponents.Length; ++i )
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StatBuyers[i].CloseMenu();
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StatBuyers[i].CloseMenu();
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StatsList.ItemComponents.Length = 0;
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StatsList.ItemComponents.Length = 0;
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PerkLabel.SetText("<No perk selected>");
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PerkLabel.SetText(NoPerkSelected);
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}
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}
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}
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}
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else if( PendingPerk!=None && OldPerkPoints!=PendingPerk.CurrentSP )
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else if( PendingPerk!=None && OldPerkPoints!=PendingPerk.CurrentSP )
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@ -112,7 +137,7 @@ function Timer()
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B_Prestige.SetDisabled(!PendingPerk.CanPrestige());
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B_Prestige.SetDisabled(!PendingPerk.CanPrestige());
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OldPerkPoints = PendingPerk.CurrentSP;
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OldPerkPoints = PendingPerk.CurrentSP;
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PerkLabel.SetText("Lv"$PendingPerk.GetLevelString()@PendingPerk.PerkName$" (Points: "$PendingPerk.CurrentSP$")");
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PerkLabel.SetText(Level$PendingPerk.GetLevelString()@PendingPerk.PerkName$" ("$Points$" "$PendingPerk.CurrentSP$")");
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for( i=0; i<StatsList.ItemComponents.Length; ++i ) // Just make sure perk stays the same.
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for( i=0; i<StatsList.ItemComponents.Length; ++i ) // Just make sure perk stays the same.
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StatBuyers[i].CheckBuyLimit();
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StatBuyers[i].CheckBuyLimit();
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@ -158,13 +183,13 @@ final function UpdateTraits()
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if( TC.Default.TraitGroup==N )
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if( TC.Default.TraitGroup==N )
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{
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{
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if( PendingPerk.PerkTraits[i].CurrentLevel>=TC.Default.NumLevels )
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if( PendingPerk.PerkTraits[i].CurrentLevel>=TC.Default.NumLevels )
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S = "MAX\nN/A";
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S = MaxStr$"\n"$NotAviable;
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else
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else
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{
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{
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S = PendingPerk.PerkTraits[i].CurrentLevel$"/"$TC.Default.NumLevels$"\n";
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S = PendingPerk.PerkTraits[i].CurrentLevel$"/"$TC.Default.NumLevels$"\n";
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if( TC.Static.MeetsRequirements(PendingPerk.PerkTraits[i].CurrentLevel,PendingPerk) )
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if( TC.Static.MeetsRequirements(PendingPerk.PerkTraits[i].CurrentLevel,PendingPerk) )
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S $= string(TC.Static.GetTraitCost(PendingPerk.PerkTraits[i].CurrentLevel));
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S $= string(TC.Static.GetTraitCost(PendingPerk.PerkTraits[i].CurrentLevel));
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else S $= "N/A";
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else S $= NotAviable;
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}
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}
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TraitsList.AddLine(TC.Default.TraitName$"\n"$S,i);
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TraitsList.AddLine(TC.Default.TraitName$"\n"$S,i);
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TraitsList.ToolTip.AddItem(TC.Static.GetTooltipInfo());
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TraitsList.ToolTip.AddItem(TC.Static.GetTooltipInfo());
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@ -260,7 +285,6 @@ function ButtonClicked( KFGUI_Button Sender )
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defaultproperties
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defaultproperties
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{
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{
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// TODO: localize
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Begin Object Class=KFGUI_List Name=PerksList
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Begin Object Class=KFGUI_List Name=PerksList
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ID="Perks"
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ID="Perks"
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XPosition=0
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XPosition=0
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@ -304,8 +328,6 @@ defaultproperties
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Begin Object Class=KFGUI_Button Name=ResetPerkButton
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Begin Object Class=KFGUI_Button Name=ResetPerkButton
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ID="Reset"
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ID="Reset"
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ButtonText="Reset Level"
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ToolTip="Reset this perk by unloading all stats, traits and set XP gained and level to 0"
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XPosition=0.25
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XPosition=0.25
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YPosition=0.025
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YPosition=0.025
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XSize=0.074
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XSize=0.074
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@ -316,8 +338,6 @@ defaultproperties
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End Object
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End Object
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Begin Object Class=KFGUI_Button Name=UnloadPerkButton
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Begin Object Class=KFGUI_Button Name=UnloadPerkButton
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ID="Unload"
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ID="Unload"
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ButtonText="Unload Perk"
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ToolTip="Reset all spent points on this perk and refund the points in exchange of some XP"
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XPosition=0.325
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XPosition=0.325
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YPosition=0.025
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YPosition=0.025
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XSize=0.074
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XSize=0.074
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@ -328,8 +348,6 @@ defaultproperties
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End Object
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End Object
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Begin Object Class=KFGUI_Button Name=PrestigePerkButton
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Begin Object Class=KFGUI_Button Name=PrestigePerkButton
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ID="Prestige"
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ID="Prestige"
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ButtonText="Prestige"
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ToolTip="-"
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XPosition=0.4
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XPosition=0.4
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YPosition=0.025
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YPosition=0.025
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XSize=0.074
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XSize=0.074
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